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Russian Federation421 Posts
I noticed a certain sequence of numbers in the main. Is that a Dota reference?)
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love the aesthetics, but I think the middle is way too choky. And probably all the map too :/. Zerg going to have hard time vs Protoss.
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On July 06 2015 16:36 Ingvar wrote: I noticed a certain sequence of numbers in the main. Is that a Dota reference?) yup
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OK now that's a sick, solid map. Beautiful as well. Although yeah on second thought it could be more open.
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Love the Bountifulness of Beauty on this map, although I read somewhere that you where retiring from the editor witch I got sad for a moment there. Glad to see you back on the saddle. The map is a little small for my liking but then again zerg is not my thing. Looking forward to your next piece of art.
More art and better art to come!
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Over 5000 doodads ( yea sorry)
Still, this map is a veritable work of art.
As for the doodads, I'm assuming they'll have you delete/rearrange some of them before the map is playable on the vast majority of machines. Maybe take it as a challenge and find a way to trim the fat while still maintaining the gorgeous aesthetic it already has going for it.
I saw it wasn't mentioned in the description, but has this map been uploaded? I'd really like to try it out.
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And only three thousand vines!
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United States9607 Posts
much like coda, you made the map that has almost perfect usage of high and low ground pods. however, the map feels quite chokey and could use a bit of opening up.
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I agree with the chokyness complain, i could try to mess around with the bridges openess. The texturing work doesnt help though, the green is hard to see.
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and thats why I like to post maps with no doodads :D
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I think you manage to have a forward base on some kind of high grounds above a cool center for big engagements and flanks you ll have an excellent map.
Atm the center bases are kinda useless : you can't easily fall back toward your 2nd/3rd and you can be wether totally surrounded or just ignored and bypassed. A stronger position + more strategic incentive would be wonderfull.
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Now this I like! What I always wanted Coda to be ;D
Maybe the vert 3rd should be a tad more open (quite cramped for a defender on a later 2base timing), and I wish the geysers on the middle bases could go on either side of the mins instead of 2 together. Or at least have a small opening so stuff can run into the mineral line from the big ramp. This would have major SH problems if that existed still but going forward I think it's okay to run maps like this..?
btw I really like the bridges which have wide standing room but chokey entry points.
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perfect beach water color....im impressed
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idk about the layout (it feels like at 158x134 you could afford a more open spaces somewhere) but the aesthetics are sicknasty
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I agree it could be less chokey, but it is the kind of rock solid map competitive SC2 needs (quote me on this, I won't complain about this map if it gets on WCS map pool !). It's hauntingly beautiful to boot.
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I shudder to think what % of the time spent on this map was the layout vs. the aesthetics. I love everything about the look of it, except for the cliffing style, just not my thing.
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On July 07 2015 12:32 NewSunshine wrote: I shudder to think what % of the time spent on this map was the layout vs. the aesthetics Well I can tell you that in both cases it was more than it was spent checking the pathing layer
But seriously, it is a pretty nice looking map. I don't agree with the guys here saying that it is too chokey, I think that it may need more areas where players can set up surrounds, but that can't really be addressed without heave overhauls and changing the layout so wherever.
As always happens with maps that I find interesting I went and checked for possible problems here's the list:
+ Show Spoiler [Corner bases and Mineral Lines] +Corner bases don't have two holes per mineral line, me being pecky as always yeah, but it can be problematic when you are facing ranged units behind the mineral line (T drops in TvZ). It is a small thing but annoying as hell. Also, check the texturing at the 11 oclock spot, there is tarsonis grass and tress on top of the terran plateau Also nº2, 3 and 9 bases have a place where it would be better if you placed the mineral patches as a C instead of a J. I'm talking of this place for both bases.
+ Show Spoiler [Drunk Collapsible Tower] +Hic~But seriously, check to see if it is symmetrical compared to the other
+ Show Spoiler [Bigish error] +This one is pretty big imo, one should never under any circumstance block the view of mineral lines. Blocking the view of units on wide open places can be bad enough already. Mineral lines? Nope. You can lower the highground pod without issues, but when it has been lowered you should still be careful that you are not covering mineral patches with the terrain, even if it doesn't look like one patch is covered too much by the terrain it still will be very annoying for the player. Don't fall like Semmo did!
+ Show Spoiler [Cliffing stuff and what not.] +Remember that you can use big ass HotS Ground Cracks for the black holes under the bridges (not the crater doodad, the doodad that takes the texture from the terrain it is placed on, fuck, you know the one), make them big ~x2 on X,Y axis and keep them at 100 on Z and lower them to -8 to cover the black holes. You can also use big ass rocks, stretch them a lot on the X and Y axis and reduce the height of them, lower them at -8 and place them as you want. Of course don't forget to remove the pathing of the things otherwise you will fuck up the map.
+ Show Spoiler [12/6 oclock drop spot] +At the 12 oclock base you can drop stuff there and can't be accessed by ground units. I forgot to check for the symmetrical base.
+ Show Spoiler [Pathing things] +Dropped a ling behind the central base mineral line
+ Show Spoiler [Pathing things 2] +Dropped like +20 lings behind the central base mineral line. Yep, better check pathing
Regarding the aesthetics, the map looks very nice, but I can easily say that you must have at least +500 doodads that simply can't be seen by the players because they are placed right behind cliffs facing north. So if you want to stream line the aesthetics and reduce stress on the player's PC's you should remove basically all if not a considerable amount of those doodads.
Oh almost forgot, add reaper path plox.
P.S. I will steal you slowly spinning fans.
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Hahah thank you uvantak, always the best!
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